Hitbox visualization showing Bowser's up smash.

OverviewEdit

Bowser gets down on all fours and hops to thrust his spikey shell upwards. Bowser's shell is fully invincible for part of the main hitbox, nullifying any move that happens to collide with it, making this move difficult to challenge from above and a powerful anti-air. However, it will still clank against a move that has invincibility frames. It also has a hit following the hop on landing, but deal considerably less knockback, only hit opponents standing on the ground, and lasts only one frame, sometimes able to catch an opponent off guard if they do not know of this property. The move can KO at medium percents and can be used to hard punish a roll or a ledge option. It can also be an alternative from Bowser's up throw, instead of using neutral aerial, he can use up smash to cover jump or airdodge, although this is mostly applicable for fast fallers. Another situation being that, instead of using up aerial, Bowser can drop down and up smash, potentially reading an airdodge to KO earlier. The move also has a large enough hitbox to poke throw platforms, making it a tool to pressure opponents above.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit
0 0 20% 0   23 90 0 7.0 2 0.0 -0.5 0.0 1.0x 1.0x 0%               Burn  
1 0 15% 0   23 100 0 5.5 2 0.0 -3.0 5.0 1.0x 1.0x 0%               Kick  
2 0 15% 0   23 100 0 5.5 2 0.0 -3.0 -5.0 1.0x 1.0x 0%               Kick  
Landing
0 0 6% 0   80 100 0 5.0 2 0.0 -3.0 -5.5 1.0x 1.0x 0%               Kick  

TimingEdit

Shell invincible 14-27
Charges between 9-10
Hitboxes 16-23
Landing hit 37
Interruptible 58
Animation length 79
Hitboxes                                                                                                                                                               
Shell                                                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Vulnerable
 
Invincible
 
Interruptible